RE: Bob Flemin's MWIF AARse II The Sequel (Full Version)

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warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/21/2013 11:17:56 PM)

Sep/Oct 1940
Impulse: 5

The turn moves back to the Axis after the Allies spent Impulse 4 straightening their lines...

Bad news for the Allies - its Fine everywhere..




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/21/2013 11:34:19 PM)

Sep/Oct 1940
Impulse: 5

The Germans target two hexes this impulse - Reims and Lille. At Reims the Luftwaffe put two bombers into the sky to increase the odds. At Lille, the French gamble. They can reduce the odds but need their Amiot 143 to get through. The Luftwaffe has an Me-110 to intercept (but it is only 1 point better quality)...

[image]local://upfiles/28156/2CFEF07BE8614A149DE89342ED2CD8E5.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/21/2013 11:39:51 PM)

Sep/Oct 1940
Impulse: 5

So the air battle over Lille is fought. The Germans have the advantage 3.0:2.0 (where have we heard that before) but it only takes one lucky dice...

Round 1

4 (DX) The German fighter is destroyed!!
10 (DC) The French bomber is cleared through!!

Amazing.. well at least the Luftwaffe are consistent....

[image]local://upfiles/28156/2491375D59504241A5F2B86180968005.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/21/2013 11:45:37 PM)

Sep/Oct 1940
Impulse: 5

Could that result be vital? It all depends on the next two dice throws....

Firstly Reims, and its 3:1 +1 on the Blitzkrieg table...

...its another 5 (6). The defenders are shattered. The Germans do not convert. In advancing after combat a French MS406 is destroyed...



[image]local://upfiles/28156/4E0196EF6F9C479C92F50BBACDE53FF3.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/21/2013 11:54:00 PM)

Sep/Oct 1940
Impulse: 5

This next attack contains the blueprint for disaster. Not only is it on the Assault table (which the Germans knew) but it is no longer 4:1 (because of the French bomber getting through) and for some unknown reason there is a -1 modifier. The Germans MUST get a double figure throw [sm=innocent0001.gif].......

.....well that could have been a whole lot worse. Its an 8 (7). The attackers are all disorganised but the French lose a unit and the remaining unit is shattered (the Germans do not convert).



[image]local://upfiles/28156/14D69100208F45B88AF4C6FA18211AB6.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:00:28 AM)

Sep/Oct 1940
Impulse: 6

The position as it now looks... the only crumb of comfort for the Allies is that much of the Wehrmacht is now disorganised.



[image]local://upfiles/28156/02496B4F13544C24A733FC44D9332AB4.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:11:21 AM)

Sep/Oct 1940
Impulse: 7

The Allied turn comes to an end with not much having happened other than the destruction of a Partisan in French Indo-China and the Communists making a move behind Japanese lines [X(]

[image]local://upfiles/28156/61E88D9D66BC490586CF4451AA1B8F19.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:21:39 AM)

Sep/Oct 1940
Impulse: 7

With the few organised units they have remaining, the Germans target the hex east of Paris. I get the distinct impression that the French should have retreated a few impulses ago...

Billotte's HQ is used in defence. The one remaining German bomber cannot alter the odds and the French have no aircraft left. The Germans use the Blizkrieg table...

...its a 2 (3)!!! The defender is shattered (not converted) and a Breakthrough is achieved. The Germans overrun three French aircraft and take Paris!!!

What was Courtney saying earlier??

[image]local://upfiles/28156/D6432D8623EA476491BB2E162E13CD5C.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:28:40 AM)

Sep/Oct 1940
Impulse: 8

So the French are going to have to launch a do-or-die attack against Paris [X(] Good luck with that...



[image]local://upfiles/28156/E38AA875D8804EC0B36F31D4C9CAA245.jpg[/image]




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:31:48 AM)


quote:

ORIGINAL: warspite1


quote:

ORIGINAL: Klydon

Bit late now, but exactly what did you do with your offensive chit? I hope it was not a super combined in this case. The Germans need to use ground impulses and double a pile of units for combat to crack the lines and send the Western Allies packing. Using Runstedt, you had 8 units to double this combat.

Your attack against Gort was listed as a 3-1. Double the two German corps and it should have been 6-1. Bye Gort. 2 units doubled, you have 6 left.

Double the 6-4 and 7-3 not attacking across the river on the 55, 32 attack and that would have gone from a 2-1 to a 4-1. 2 units doubled, you have 4 left.

For the 53, 30 battle, double all 4 German corps involved in the fight. That fight becomes a 7-1. Kiss the stack goodbye Frenchie.

The turn should have been 5 dead French units (or 4 dead and 1 shattered) and a dead Gort. Unless the Brits built Alexander as soon as they could, that takes care of any BEF on the soil of France and the French losing 5 units and having their line pierced in two spots spells absolute major trouble for the French.

My two cents is in the first French campaign, you always shatter French units. Make him put them back on the board and the reason why is there are not that many French cities near the front, so the French player actually has some issues trying to funnel re-enforcements up to the north part of the line.

I have come to appreciate what a offensive chit can do to a defensive line when a good commander is used and that is generally turn it into Swiss cheese with a lot of dead defenders.

warspite1

Erm.... no idea really. I stated it was Rundstedt and I know at the end of the turn I got cheaper (half-price) re-org costs for him. I didn't get any chance to increase odds - maybe the HQ had to be in the attack to achieve that?


You should have been able to double the attack strength of 8 German land units within range of Rundstedt by right-clicking on them during the land attack declaration step. This can also be done to double the units strength when they make overruns




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:33:20 AM)

Sep/Oct 1940
Impulse: 8

First off, the RAF use whatever is left to try and disorganise the Germans through ground strike. That's one Blenheim and one Hampden.

Good shootin' boys - both German armoured units in the French capital are disorganised.

[image]local://upfiles/28156/33F86D9AA9C044699C5E5248419E71A4.jpg[/image]




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:36:13 AM)


quote:

ORIGINAL: warspite1

Sep/Oct 1940
Impulse: 5

This next attack contains the blueprint for disaster. Not only is it on the Assault table (which the Germans knew) but it is no longer 4:1 (because of the French bomber getting through) and for some unknown reason there is a -1 modifier. The Germans MUST get a double figure throw [sm=innocent0001.gif].......

.....well that could have been a whole lot worse. Its an 8 (7). The attackers are all disorganised but the French lose a unit and the remaining unit is shattered (the Germans do not convert).



[image]local://upfiles/28156/14D69100208F45B88AF4C6FA18211AB6.jpg[/image]

The minus one is because the blitz option you play with.

Option 39: (Blitz bonus) -1 to the land combat die roll
if attacking a 2 or 3 factory stack.

Option 39: (Blitz bonus) Add 1 to the die roll for each two attacking ARM, MECH and HQ-A units
conducting a blitz attack against a clear or desert (non-city) hex in fine weather. Subtract one from the roll per
defending ARM, MECH and HQ-A in a (non-city) clear or desert hex in fine weather. Add 1 to the roll for each
paradropping unit (after air to air combat and anti aircraft fire, if any).




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:45:43 AM)

Sep/Oct 1940
Impulse: 8

Billotte seems to be able to hand out HQ Support with impunity [&:]

Anyway, the French group together what they can - and its quite a good attack. The Luftwaffe fly in their last bomber. The French AA unit reduces the bombers contribution by 1 point but the odds are now only 3:2 +1. The Germans choose the Assault table...

....its a 7 (8) the Germans lose both units!!! What a turn this is proving to be..

[image]local://upfiles/28156/77CF3204B624486D84CCC0AFE591C54E.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:58:00 AM)

Sep/Oct 1940
Impulse: 9

..and the turn continues! What can the Germans throw at Paris (if anything) next?

The answer is not much. Best they can hope to achieve is an attack against the Paris Militia northeast of the city.

Its a 5:1 +1 attack on the Assault table...

...its yet another 6 (7) but the French Militia is destroyed.



[image]local://upfiles/28156/92B1F82E499F48689355948DB3E39AA6.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 1:09:13 AM)

Sep/Oct 1940
End of Turn

..and the turn ends... and what a turn that was. That was great fun!!

Production:

Germany:
Armour HQ
2 x Fighter
Land Air
Pilot

Italy:
Andrea Doria
Caio Duillio

Japan:
Kinugasa
Asama
2 x AMPH
Pilot
Air TRS




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 1:13:18 AM)

Sep/Oct 1940
Production

China:
Militia
Anti-Tank

CW:
3 X AMPH
Fighter
Pilot

France:
2 x Fighter
Militia

USA:
AMPH
Infantry
Land Air

USSR:
Mountain
Motorised
Armour




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 1:17:32 AM)

Nov/Dec 1940
Reinforcement

Germany:
3 x Fighter
Bomber
Infantry
Motorised

Italy:
BA65

Japan:
Hiyo has been placed in the Construction Pool
Ki-51 (Sonia)
Zuikaku
Aoba
Mountain
Garrison
Armour Div




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 1:24:46 AM)

Nov/Dec 1940
Reinforcement

China:
Militia
Fighter
Garrison

CW:
Formidable
KGV
Armour
Infantry
Fighter (Sth African)

France:
Militia
Armour
2 x Infantry
Motorised
2 x Garrison
Fighter
Bomber

USA:
Massachussetts, Hornet and SoDak placed in the Construction Pool
Submarine

USSR:
Infantry





Courtenay -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 1:26:27 AM)

OK. When you use an O-chit, you have to individually indicate which units you want to double.

For the next time you use an O-chit: after you declare attacks, go to a unit you want doubled. Left click on it. You will get a menu. One of the items will be "Land Combat". Click on that. It will give you the option to double that unit, and will tell you how many doublings you have left. If you change your mind, you can go back to a unit, go back to land combat on the menu, and unselect the unit.

(Note: that may be right-clicking; I have a left-handed set up on my mouse.)




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 1:26:44 AM)

Nov/Dec 1940
Impulse: 1

The Axis keep the Initiative but the weather is pretty poor - snow in Europe and Rain/Fine in China.




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 1:28:02 AM)


quote:

ORIGINAL: Courtenay

OK. When you use an O-chit, you have to individually indicate which units you want to double.

For the next time you use an O-chit: after you declare attacks, go to a unit you want doubled. Left click on it. You will get a menu. One of the items will be "Land Combat". Click on that. It will give you the option to double that unit, and will tell you how many doublings you have left. If you change your mind, you can go back to a unit, go back to land combat on the menu, and unselect the unit.
warspite1

Thank-you [:)]




Courtenay -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 1:38:40 AM)

quote:

Billotte seems to be able to hand out HQ Support with impunity


When using HQ support and the 1d10 combat results table, you have to roll a die. If the die roll is greater than the HQ's reorganization value, absolutely nothing happens. If it is less than or equal to the reorganization value, you get a -1 (defensive) or +1 (offensive) to your die roll, and the HQ flips.

Thus you probably kept trying to use Billotte, and he kept failing his die roll, giving him the opportunity to try again on a later impulse.

HQ support on the 2d10 table is very different -- you get an adjustment of 1/2 the HQ's reorganization value every time, and the HQ always flips.




Klydon -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 3:12:49 AM)


quote:

ORIGINAL: Courtenay

OK. When you use an O-chit, you have to individually indicate which units you want to double.

For the next time you use an O-chit: after you declare attacks, go to a unit you want doubled. Left click on it. You will get a menu. One of the items will be "Land Combat". Click on that. It will give you the option to double that unit, and will tell you how many doublings you have left. If you change your mind, you can go back to a unit, go back to land combat on the menu, and unselect the unit.

(Note: that may be right-clicking; I have a left-handed set up on my mouse.)



This:

I did find out the hard way you must declare your attacks first, then go through the right click and double selection. If you double them first, then they are not available to declare attacks with for some reason. (I need to play with that more as it may be a possible bug or may be correct, depending on the turn sequence).

Just a huge brawl in France and the Luftwaffe is just shattered. At least it appears the Japanese are going well.




WarHunter -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 3:36:08 AM)

What a shrewd move by General Billotte.

Lure the Germans into the open city of Paris. Then get the British to disrupt the German panzers as they celebrate entering the city.
Follow up with an attack from cleverly concealed 37mm and 47mm guns, with the fanatical Paris militia singing and throwing molotov cocktails. [sm=00000054.gif]

Viva La France!




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 11:55:37 AM)

Nov/Dec 1940
Impulse: 1

The adverse weather conditions need to be put to the back of the mind. The French have a lot of units back from being shattered, but they are out of position. The Germans need to get Paris back and then block any hopes of a second counter-attack once they have.

The Germans advanced so quickly over the last few impulses that all their aircraft are way behind the frontline. What to do? What to do?

[image]local://upfiles/28156/2D798C3FD25C4154BAD2906D28AE4519.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:07:42 PM)

Nov/Dec 1940
Impulse: 1

One ground strike is planned against General Georges. The French contest this with their D510 only (saving the MB 152 for Paris). The Germans bring in an Me-109 to cover the bomber...

Round 1

"Good %^&*ing Grief!" exclaims Goering... Can you guess what just happened boys and girls? Yes, that's right, the Allies just threw an 18 [8|] (DX PX)... The Luftwaffe destroy the fighter and the pilot..
The Germans then roll a 12 (AC) or No Effect...

Round 2
The French now have 2.0:3.0 advantage...

12 (AC) The Stuka is cleared through
9 (AC) No Effect

[image]local://upfiles/28156/AE2E6D5A3ED2448FB6DB59AE41AFD695.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:18:30 PM)

Nov/Dec 1940
Impulse: 1

..and then the Stuka fails to disorganise the French HQ...

Ho hum...

The Germans declare three attacks: (1) against Georges east of Rouen, (2) against the anti-tank unit southeast of Paris, and (3) against the 24th Motorised Corps southwest of Metz.

[image]local://upfiles/28156/9BA09C32782D4F5FA82515B3D58FC5CF.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:24:49 PM)

Nov/Dec 1940
Impulse: 1

Georges provides HQ Support - there are no other modifiers on any of the hexes.

First up its the attack south of Paris. The French choose the Assault table but it cannot save them for this automatic victory..

[image]local://upfiles/28156/07E641F5A65D4C05A38D05583D284A1B.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:28:25 PM)

Nov/Dec 1940
Impulse: 1

The second battle takes place south of Metz. This time the Germans have the choice for this 4:1 no modifier attack, and choose the Blitzkrieg table...

...oh dear, its a 4. The attacker loses a unit and is disorganised while the French unit retreats.

[image]local://upfiles/28156/855D966204B44333A7C38524F0DE098A.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (12/22/2013 12:31:15 PM)

Nov/Dec 1940
Impulse: 1

The final attack is also automatic against Georges.

[image]local://upfiles/28156/13AF15D16475499D884F9BA9C476E953.jpg[/image]




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